[SCR] MARS Fire Control (v5.25 - 16.02.13)

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Jakeybum
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Post by Jakeybum »

I have two questions.
1. Why turrets remains in "PROTECT THE STATION" mode after my ships undocs?
2. There is only one gun remains in every gun's tower after MARS activating. But I use CMOD and my ships have enough energy for 2-and-more guns supporting. What is the matter?
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Post by Lancefighter »

Read the manual.

Also,
Because they are defending the station. Duh. Wouldnt want the station to turn red and make you lose rep.. Or, dumb turret scripts can shoot the station with enough Gauss rounds to blow it up.

And because mars keeps all but the longest ranged laser (one per turret at least) in reserve, in case another turret decides it needs them.
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Jakeybum
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Post by Jakeybum »

But my ship's turrets remain in PROTECT THE STATION mode in other sectors and in battles too. Till I activate MARS manually again.

I have 20 plasma-ray cannons in my Cerberus. There are only 8 PRC gun's slots aviable only. Why MARS uses only one cannon per tower in any battle?
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Post by Lancefighter »

Plasma ray cannon?

PRC?

What language, or mod? (phased array laser cannon? phased repeater gun? plasma beam cannon?)

It sounds like something might be wrong with your tfile that tells mars some important information, but if you claim that the turrets FIRE when they in station defend mode (they shouldnt, thats the point of station defend)

Or are you saying that MARS never loads more than one laser..
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Jakeybum
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Post by Jakeybum »

Plasma beam cannon may be, if it uses only on Cerberus in Argon fleet. I bought our (russian) localization game version. I don't know how to put some gun's names in English exactly.

I've told that PBC doesn't shot after undocking while I restart MARS. And after restarting it trying to install HEPT into towers. If I remove HEPT from the ship MARS uses one PBC gun per turret only.
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OOZ662
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Post by OOZ662 »

The proper function is to remain in "protect station" mode while a station of any kind not marked as an enemy is in range of the turret's firing arc and guns. If it stays in that mode when you're in an empty space, try reinstalling the script.

There should only be one gun in each turret until the exact moment it begins to fire, at which point it immediately loads the best weapons available at the moment. When no more valid targets are in range, it unloads the weapons so the other turrets to have access to them. If not, try reinstalling the script.

You should never manually switch guns on a turret that's currently in MARS mode.
dakingmaster
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Post by dakingmaster »

I'm sorry for being lazy - please forgive me not reading 130 pages in this thread :) I like the idea of MARS system with one huge exception - the automatic weapons changing... is there any method of disabling this feature in MARS mod? I know it's convinient and good for lazy people like me :) but:
1) It seems (to me) that it makes fighting too easy and less player-involving
2) I like the idea of having to prepare ships for various roles instead of loading them full with different weapons and saying "ahhh the MARS will do the rest"

so is there such an option to just turn off the automatic weapon switching while leaving the rest working?

once again sorry for being lazy - I'm quite sure this issue was discussed already but please - 130 pages is just too much for my eyes :)

p.s. to all you script and mod makers - you make this game the best game I've ever played (apart from Diablo 2 ;p )
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OOZ662
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Post by OOZ662 »

dakingmaster wrote:so is there such an option to just turn off the automatic weapon switching while leaving the rest working?
Not without editing the scripts.
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Post by dakingmaster »

It's a real shame I can't do that myself (unless someone tells me how)
It's even a greater shame that the mod creator didn't think about having such an option being switchable...

It seems then I'll have to go for some other mods or someone will make this option available :)
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Aegyen
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Post by Aegyen »

I do believe, that if you look through the community links to the mods, that there is a mod, that allows for weapon changing, via hotkey. You, know, like you set a loadout, assign it a hotkey, and so on for the next loadout. Cumbersome, but maybe what you are looking for.

I like Mars, because it uses the best available weapon, that it can hit a target with, if it can hit the target. No wasted shots. Well, at least not as many... :P

I don't load every weapon on the ship that it can use. Usually a select number, of the various available, as Mars isn't going to load all the weapons at once, and may even only use 1 weapon in a turret. This saves on cargo space, and prevents the constant 'energy low' warnings. I am still learning to tweak and use Mars, it is really so efficient.

But to each their own...

Look in the community links sticky, it is there, somewhere... :idea:
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vampirecosmonaut
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Post by vampirecosmonaut »

To disable weapon switching just open the 7047.L044.xml in your t file folder and edit:

Code: Select all

<t id="20380"> MARS Light (small ships) : weapon switching / changing enabled</t>
<t id="20381">0</t>
<t id="20810"> MARS Regular (big ships) : weapon switching / changing enabled</t>
<t id="20811">1</t>
Change them both to zero. I think that should do it.
The 7047 tfile allows you to change many options for MARS that are not accessible in game.
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Baleur
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Post by Baleur »

So is this still not compatible with CMOD 3?
What is it that isnt compatible? My main interest in MARS is actually for the AI using MARS =)

If they are incompatible without every user manually editing files, why isnt there just a simple .zip with modified & compatible CMOD 3 files? It seems there are tooooons of random "modify this, write that there, enter these values here" replies, but no simple "here, these files will make it compatible".
Apart from the ones in the CMOD thread that this main topic claims are broken.
Sorry if it's been asked 2082 times :D

Also what happens if you disable big ship weapon switching? They just keep their turrets fully stocked as in vanilla?
Will that *remove* some spare turrets from their cargo?
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Requiemfang
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Post by Requiemfang »

Hmmm... you might want to post this in the OP post because two of the files are the same as ones used in the Factory Complex Constructor mod

8910-L044
8910-L049

I'm also posting this in the FCC thread
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vampirecosmonaut
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Post by vampirecosmonaut »

Here's a CMOD compatible T-file I put together:
http://www.filefront.com/15011953/MARS% ... taible.zip

Should work. I followed the directions in the beginning of the thread.
The first documented attempt in human history to use a rocket for spaceflight
was made in the 16th century by a Chinese Ming dynasty official named Wan Hu.
The resultant explosion presumably killed him.
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corhen
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Post by corhen »

Ignore this for now.... im trying the solution above.!!!


A C-Mod question


I read on the FAQ about Cmod not having the right info, and having to add it to that 1 T file, so i opened it up....

to the best of my abilitie, it already had it, but i added to it, and now have

Code: Select all

- <page id="7047">
  <t id="9909">This ID is queried to determine if the TFile is present and readable by X3 :</t> 
  <t id="6422101">MARS</t> 
  <t id="9909">This LINE is displayed on the MARS Menu (config) so the user can confirm that the RIGHT TFile has been loaded and whodunit.</t> 
  <t id="6422102">(5 spaces for formatting) vanilla X3 v2.1 \(Gazz\)</t> 
  <t id="9909">-------------------------------------------------------</t> 
  <t id="9909">MARS FIRE CONTROL</t> 
  <t id="9909">-------------------------------------------------------</t> 
........... Ect.

however, Mars Still refuses to install. i only have this, and the Cheat package installed for now, and about 1/2 a dozen mods installed (Ship Rebalence, Missile Rebalence, that Sector Overhall mod..)

any advice?
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Lancefighter
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Post by Lancefighter »

Code: Select all

<?xml version="1.0" encoding="UTF-8"?>
<language id="44">

<page id="7047">
 <t id="9909"> This ID is queried to determine if the TFile is present and readable by X3 : </t>
 <t id="6422101">MARS</t>

 <t id="9909"> This LINE is displayed on the MARS Menu (config) so the user can
 				  confirm that the RIGHT TFile has been loaded and whodunit. </t>
 <t id="6422102">(5 spaces for formatting)     CMOD3</t>

<t id="9909">-------------------------------------------------------</t>
<t id="9909"> MARS FIRE CONTROL  </t>
<t id="9909">-------------------------------------------------------</t>
<t id="9910"> USER CONFIGURABLE OPTIONS </t>
<t id="9910"> MARS *automatically* skips indices that do not exist in the text file,
              not overwriting internal values. </t>

<t id="20130"> Safety range for AREA laser usage </t>
<t id="20131">3800</t>

<t id="20160"> Cap mode: enable (1 or 0) </t>
<t id="20161">1</t>
a bit more than what you have, but just making sure.

You didnt do it with word, did you? Notepad is best here (read, dont use anything BUT notepad)
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Gazz
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Post by Gazz »

Baleur wrote:If they are incompatible without every user manually editing files, why isnt there just a simple .zip with modified & compatible CMOD 3 files? It seems there are tooooons of random "modify this, write that there, enter these values here" replies, but no simple "here, these files will make it compatible".
In the beginning I did that but there were more laser mods coming up so I'd ended up with too many mods to watch for (sometimes undocumented) changes, just to ensure compatibility.
So that didn't work, either.
Eventually all the mod creators agreed to update that one file themselves because it really isn't a lot of work and that was that.
Only sucks for abandoned mods.
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Lancefighter
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Post by Lancefighter »

If it wouldnt be an issue (for gazz at least.. its not an issue for me :) ), I could upload an entire file for cmod...
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Saetan
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Post by Saetan »

Requiemfang wrote:Hmmm... you might want to post this in the OP post because two of the files are the same as ones used in the Factory Complex Constructor mod

8910-L044
8910-L049

I'm also posting this in the FCC thread
... these page-id must be from a third party library or something like that. They are almost the same ... if the differences in t-id 1003 and 1004 are doing any harm to the function of each scripts, I don't know.

Maybe Gazz can tell about?
MARS Fire Control wrote:<?xml version="1.0" encoding="UTF-8" ?>
<language id="44">
<page id="8910" title="">
<t id="1000">67.100.133.167.200.233.267.334.370.270</t>
<t id="1001">'li</t>
<t id="1002"> j</t>
<t id="1003">.,"!|frtI-/\\\(\)</t>
<t id="1004">cksJLz?\{\}</t>
<t id="1005">abdeghnopuvxy*$`BEFKPSTVXYZ1234567890</t>
<t id="1006">ACDGHNRU</t>
<t id="1007">mwMO+#^</t>
<t id="1008">W@</t>
<t id="1009">%</t>
<t id="1010">~</t>
<t id="1098">%s\n|%s|</t>
<t id="1099">ÿ</t>
<t id="2001">{</t>
<t id="2002">}</t>
<t id="2003">\\</t>
<t id="2004">\033</t>
</page>
</language>
Factory Complex Constructor wrote:<?xml version="1.0" encoding="UTF-8" ?>
<language id="44">
<page id="8910" title="">
<t id="1000">67.100.133.167.200.233.267.334.370.270</t>
<t id="1001">'li</t>
<t id="1002"> j</t>
<t id="1003">.,"!|frtI-/\</t>
<t id="1004">cksJLz{?</t>
<t id="1005">abdeghnopuvxy*$`BEFKPSTVXYZ1234567890</t>
<t id="1006">ACDGHNRU</t>
<t id="1007">mwMO+#^</t>
<t id="1008">W@</t>
<t id="1009">%</t>
<t id="1010">~</t>
<t id="1098">%s\n|%s|</t>
<t id="1099">ÿ</t>
<t id="2001">{</t>
<t id="2002">}</t>
<t id="2003">\</t>
<t id="2004">\033</t>
<t id="91099">|%s|\n|%s|\n|%s|\n|%s|\n</t>
<t id="91098">%s\n|%s|</t>
</page>
</language>
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Post by Lancefighter »

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